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Posts by Vaya
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he thought that everything has to be run-down and, well, shitty and third-world-country-like just because it's in the Middle East seems a bit... wrong?
you literally have burnt out jeeps feet away from the office. you need to be setting a consistent tone..
I'll post about texturing later and try and explain better, no time just now.
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okay after a run about last night:
- optimisation is terrible. Was getting 60-90 frames in some locations. Doesn't look like you've func_detailed all stairs etc. Vis seems to start a good 32-64 units under the map too which is a little concerning. Are your areas properly sealed in regards to area_portals and hints?
- Theme wise- not sure where the map is meant to be set...not sure if you do either. I suggest you look at areas in the north of africa - Algeria/Mauritania/libya etc and use references of these places to build a stronger identity for your map. the map is such clashes on texture sets - Middle east/Mirage-style africa/European internals/industral/wartorn areas which actually hampers believability and path finding. I would suggest simplifying and making the map make sense thematically. There are some areas where it feels you're in a totally different map.
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For No Draw, should it be applied to all sides except the top one with something like a floor? For example if I have a 200 wide x 400 long x 8 tall path with walls - should no draw be applied to all faces but the surface the player walks on, or just the main underside?
All sides that can't be seen by the player.
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To me it seems a little 'off' theme wise- too many different texture sets- this is just from the pictures though. I'll have a run around a give you better feedback later

From the video I would also suggest more ground level detail - displacements etc to break up some of the larger flat areas..
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Will be interesting to see if you can slowly 'clean up' the environment by picking up scrap or if it respawns.
looking great though- need to speed up my FO1/2/3/NV playthrough

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yeah I hope the low int stuff is done well. Will wreck it if the guy speaks in perfect English.
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tight.
not so tight: bugs crawling out of corpse guts.
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Quote from Squad
What's the religious reference to mass? It has always seemed like a weird name for this map to me, considering the theme, so just wondering

https://en.wikipedia.org/wiki/Mass_(Catholic_Church)

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Quote from LapnLook
I had a typo, the file is called de_alps instead of de:alps
Also, if I simply add a suffix to the end of the filename is that going to work, or do I need to recompile? And why is this required?
recompile to be on the safe side. it's not the best start to a playtest if the map is corrupt.
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that res scale is different so it won't work. get a friend with 1280 x 1024 to do it for you.
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Crazy life. Rest in peace
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have you deleted and created the brush again?
Issues like this are normally invalid brushwork (invalid floating point numbers etc) that gets deleted on compile -should be in the compile log- looks pretty solid and simple though...
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How are these brushes arranged? is the wood func_detail too?
I take it the brush is a square shape and doesn't match the missing area?
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Go for a orange/deep blue ambiance with flood lit streets
[Blocked Image: https://farm5.staticflickr.com/4116/4808438843_9a31f5e3a2_b.jpg]
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I think another carpet trim (or using the main carpet as a trim and making a new main floor) will help it.
I haven't even started to think about the wall detail too which will obviously do a lot to change the look.
Thanks for your help guys

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But I maked it

I guess I could use as a trim instead?
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or make a map SO BAD no one wants to decompile it. That's my method.
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[Blocked Image: http://i.imgur.com/D019xj1.jpg]
okay progress. Wish I could take time off work to blast this shit out.
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remind me in the playtest to buy a negev